As the various Kill Teams continue to explore Hubris and deal with the warp geists, they discover the ancient cogitator network from the planet’s original inhabitants is still operational. As reports come in from orbit that a massive Night Lords fleet has just translated from the warp, the Kill Teams race to find out exactly what Hubris is hiding.

This week’s scheduled game is Recover Intelligence, from page 58 of the Kill Team Core Manual, with one minor alteration.

The Kill Teams
Players choose a 100-point Kill Team from their command rosters for this mission as normal, and must obey all normal restrictions. (One leader, up to three specialists, limits on sergeants, gunners, etc.) If both players wish, they may this mission as a Commander mission, upping the Kill Teams to 200 points, which includes their respective Commanders.

The Battlefield
This mission is played in a standard 22” by 30” Killzone: Sector Imperialis. (Other Killzones may be selected if both platers agree.) Set up terrain as desired. Set up one objective marker in the center of the board, and then set four more up; each should be midway between the center of the battlefield and a corner of the battlefield.

Deployment zones are ‘triangles’ along the long edge of the board; the long edge of the triangle is 6” on either side of the middle point on the long edge, and tapers to a point 5” from the center objective. See page 58 of the Kill Team Core Manual for an example.

Scouting Phase
Resolve the Scouting phase as described in the Core Manual.

Deployment
The players each roll 2D6; the player with the higher score has the greater strategic advantage. (Reroll ties as needed.) The player with the greater strategic advantage then chooses their deployment zone, and their opponent gets the opposing deployment zone. The players then take it in turn to deploy one model from their Kill Team, in the order of lesser to greater advantage. Models must be set up wholly within their deployment zone. If a player runs out of models to set up, their opponent finishes deployment. Once the players have set up all their models, deployment ends and the first battle round begins.

Battle Length
At the end of battle round 4, the player with the greatest strategic advantage rolls a D6. The battle continues on a 3+, otherwise the battle ends. If the battle doesn’t end as described above, at the end of battle round 5, the player with the greatest strategic advantage rolls a D6. This time the battle continues on a 4+, otherwise the battle ends. The battle automatically ends at the end of battle round 6.

Victory Conditions
Each player scores victory points for each objective marker their Kill Team controls at the end of each battle round (keep a score from battle round to battle round). Each player scores 1 victory point for controlling each of the objective markers closest to their deployment zone, 3 victory points if they control the objective marker in the center of the battlefield, and 2 victory points for each other objective marker they control. The player with the most victory points is the winner.

The Minor Alteration
As players do get league points for draws, we will not be using the "In case of a tie, the Kill Team with the lower Force wins" rule. A draw is a draw, regardless of the respective Kill Team Force.